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Decompile a bunch of objects (#603)

* Mostly done but shifted

* still messed up

* Almost OK

* OBJECT_JYA_OBJ OK, OBJECT_GR OK

* Done

* Merge master and format

* Cleanup

* Cleanup 2

* Start object MB dont merge yet

* Object_MB OK

* Object_ydan_objects OK

* General 'ydan' actor cleanup

* Forgot some small things

* Object_EC OK

* add .gitkeep and run format

* Object_sd OK but no textures cause of a zap issue

* PR fixes

* Fix object_sd

* fix ydan

* delete .gitkeep files

* OBJECT_BOX as far as it can go with current ZAP

* Fix undefined_syms

* Start child link object

* Push progress, dont merge yet

* Object_mori_objects OK

* Fixed?

* Fix conflicts again

* Seems like i missed some textures

* Extract data for BgBombwall

* More field

* ZAP YEP 2.0

* Object_Box OK

* Object_SD ok.  Ready to merge

* remove ASM and merge master

* remove ASM

* remove files wrongfully added to docs/

* Almost done

* Change comment in z_player_lib.c

* forgot some DLists in player_lib.c

* Fix conflict, run format

* Same as before but this time with Tex and TLUT

* Last few things

* fix object_GR and add limbs to object_sd

* Nane -> Name

* gChildDekuShieldMtx is now a matrix and not a blob

* PR fixes (Fig)

* add a space for comment in z_player_lib.c

* re push and new lines

* PR fixes (AngheloAlf)

* PR fixes (Roman)

* Fix Heishi2

* PR fixes (Fig)

* Replace spacing in a file

* PR fixes (Roman)
This commit is contained in:
louist103 2021-05-26 18:59:21 -04:00 committed by GitHub
parent 36fead60a0
commit 201c9ec1cd
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
72 changed files with 1499 additions and 1128 deletions

View file

@ -5,6 +5,7 @@
*/
#include "z_bg_bombwall.h"
#include "objects/gameplay_field_keep/gameplay_field_keep.h"
#define FLAGS 0x00400000
@ -21,10 +22,6 @@ void func_8086EDFC(BgBombwall* this, GlobalContext* globalCtx);
void func_8086EE40(BgBombwall* this, GlobalContext* globalCtx);
void func_8086EE94(BgBombwall* this, GlobalContext* globalCtx);
extern CollisionHeader D_050041B0;
extern Gfx D_05003FC0[];
extern Gfx D_05004088[];
static ColliderTrisElementInit sTrisElementsInit[3] = {
{
{
@ -92,7 +89,7 @@ void BgBombwall_InitDynapoly(BgBombwall* this, GlobalContext* globalCtx) {
CollisionHeader* colHeader = NULL;
DynaPolyActor_Init(&this->dyna, DPM_UNK);
CollisionHeader_GetVirtual(&D_050041B0, &colHeader);
CollisionHeader_GetVirtual(&gBgBombwallCol, &colHeader);
this->dyna.bgId = DynaPoly_SetBgActor(globalCtx, &globalCtx->colCtx.dyna, &this->dyna.actor, colHeader);
if (this->dyna.bgId == BG_ACTOR_MAX) {
@ -176,7 +173,7 @@ void BgBombwall_Destroy(Actor* thisx, GlobalContext* globalCtx) {
BgBombwall_DestroyCollision(this, globalCtx);
}
Vec3s D_8086F010[] = {
static Vec3s D_8086F010[] = {
{ 40, 85, 21 }, { -43, 107, 14 }, { -1, 142, 14 }, { -27, 44, 27 }, { 28, 24, 20 }, { -39, 54, 21 }, { 49, 50, 20 },
};
@ -210,7 +207,7 @@ void func_8086EB5C(BgBombwall* this, GlobalContext* globalCtx) {
}
void func_8086ED50(BgBombwall* this, GlobalContext* globalCtx) {
this->dList = D_05003FC0;
this->dList = gBgBombwallNormalDL;
this->actionFunc = func_8086ED70;
}
@ -225,7 +222,7 @@ void func_8086ED70(BgBombwall* this, GlobalContext* globalCtx) {
}
void func_8086EDFC(BgBombwall* this, GlobalContext* globalCtx) {
this->dList = D_05003FC0;
this->dList = gBgBombwallNormalDL;
this->unk_2A0 = 1;
func_8086EB5C(this, globalCtx);
this->actionFunc = func_8086EE40;
@ -244,7 +241,7 @@ void func_8086EE40(BgBombwall* this, GlobalContext* globalCtx) {
}
void func_8086EE94(BgBombwall* this, GlobalContext* globalCtx) {
this->dList = D_05004088;
this->dList = gBgBombwallBrokenDL;
BgBombwall_DestroyCollision(this, globalCtx);
this->actionFunc = NULL;
}